Matching python environment code for Lux AI 2021 Kaggle competition, and a gym interface for RL models.

Overview

Lux AI 2021 python game engine and gym

This is a replica of the Lux AI 2021 game ported directly over to python. It also sets up a classic Reinforcement Learning gym environment to be used to train RL agents for creating agents.

Features LuxAi2021
Lux game engine porting to python ✔️
Documentation
All actions supported ✔️
PPO example training agent ✔️
Example agent converges to a good policy ✔️
Kaggle submission format agents ✔️
Lux replay viewer support ✔️
Game engine consistency validation to base game ✔️

Installation

This should work cross-platform, but I've only tested Windows 10 and Ubuntu.

Important: Use Python 3.7.* for training your models. This is required since when you create a Kaggle submission, the Kaggle competition will run the code using Python 3.7.*, and you will get a model deserialization error if you train the model with Python 3.8>=.

Install luxai2021 environment package by running the installer:

python setup.py install

You will need Node.js version 12 or above: here

Python game interface

To directly use the ported game engine without the RL gym wrapper, here a couple example usages:

from luxai2021.game.game import Game
from luxai2021.game.actions import *
from luxai2021.game.constants import LuxMatchConfigs_Default


if __name__ == "__main__":
    # Create a game
    configs = LuxMatchConfigs_Default
    game = Game(configs)
    
    game_over = False
    while not game_over:
        print("Turn %i" % game.state["turn"])

        # Array of actions for both teams. Eg: MoveAction(team, unit_id, direction)
        actions = [] 

        game_over = game.run_turn_with_actions(actions)
    
    print("Game done, final map:")
    print(game.map.get_map_string())

Python gym environment interface for RL

A gym interface and match controller was created that supports creating custom agents, and a framework to submit them in kaggle submissions. Keep in mind that this framework is built around one action per unit + city_tile that can act each turn. Creating a basic gym interface looks like the following, however you should look at the more complete example in the examples subfolder:

import random
from stable_baselines3 import PPO  # pip install stable-baselines3
from luxai2021.env.lux_env import LuxEnvironment, SaveReplayAndModelCallback
from luxai2021.env.agent import Agent, AgentWithModel
from luxai2021.game.game import Game
from luxai2021.game.actions import *
from luxai2021.game.constants import LuxMatchConfigs_Default
from functools import partial  # pip install functools
import numpy as np
from gym import spaces
import time
import sys

class MyCustomAgent(AgentWithModel):
    def __init__(self, mode="train", model=None) -> None:
        """
        Implements an agent opponent
        """
        super().__init__(mode, model)
        
        # Define action and observation space
        # They must be gym.spaces objects
        # Example when using discrete actions:
        self.actions_units = [
            partial(MoveAction, direction=Constants.DIRECTIONS.CENTER),  # This is the do-nothing action
            partial(MoveAction, direction=Constants.DIRECTIONS.NORTH),
            partial(MoveAction, direction=Constants.DIRECTIONS.WEST),
            partial(MoveAction, direction=Constants.DIRECTIONS.SOUTH),
            partial(MoveAction, direction=Constants.DIRECTIONS.EAST),
            SpawnCityAction,
        ]
        self.actions_cities = [
            SpawnWorkerAction,
            SpawnCartAction,
            ResearchAction,
        ]
        self.action_space = spaces.Discrete(max(len(self.actions_units), len(self.actions_cities)))
        self.observation_space = spaces.Box(low=0, high=1, shape=(10,1), dtype=np.float16)

    def game_start(self, game):
        """
        This function is called at the start of each game. Use this to
        reset and initialize per game. Note that self.team may have
        been changed since last game. The game map has been created
        and starting units placed.

        Args:
            game ([type]): Game.
        """
        pass

    def turn_heurstics(self, game, is_first_turn):
        """
        This is called pre-observation actions to allow for hardcoded heuristics
        to control a subset of units. Any unit or city that gets an action from this
        callback, will not create an observation+action.

        Args:
            game ([type]): Game in progress
            is_first_turn (bool): True if it's the first turn of a game.
        """
        return
    
    def get_observation(self, game, unit, city_tile, team, is_new_turn):
        """
        Implements getting a observation from the current game for this unit or city
        """
        return np.zeros((10,1))
    
    def action_code_to_action(self, action_code, game, unit=None, city_tile=None, team=None):
        """
        Takes an action in the environment according to actionCode:
            action_code: Index of action to take into the action array.
        Returns: An action.
        """
        # Map action_code index into to a constructed Action object
        try:
            x = None
            y = None
            if city_tile is not None:
                x = city_tile.pos.x
                y = city_tile.pos.y
            elif unit is not None:
                x = unit.pos.x
                y = unit.pos.y
            
            if city_tile != None:
                action =  self.actions_cities[action_code%len(self.actions_cities)](
                    game=game,
                    unit_id=unit.id if unit else None,
                    unit=unit,
                    city_id=city_tile.city_id if city_tile else None,
                    citytile=city_tile,
                    team=team,
                    x=x,
                    y=y
                )
            else:
                action =  self.actions_units[action_code%len(self.actions_units)](
                    game=game,
                    unit_id=unit.id if unit else None,
                    unit=unit,
                    city_id=city_tile.city_id if city_tile else None,
                    citytile=city_tile,
                    team=team,
                    x=x,
                    y=y
                )
            
            return action
        except Exception as e:
            # Not a valid action
            print(e)
            return None
    
    def take_action(self, action_code, game, unit=None, city_tile=None, team=None):
        """
        Takes an action in the environment according to actionCode:
            actionCode: Index of action to take into the action array.
        """
        action = self.action_code_to_action(action_code, game, unit, city_tile, team)
        self.match_controller.take_action(action)
    
    def game_start(self, game):
        """
        This function is called at the start of each game. Use this to
        reset and initialize per game. Note that self.team may have
        been changed since last game. The game map has been created
        and starting units placed.

        Args:
            game ([type]): Game.
        """
        pass
    
    def get_reward(self, game, is_game_finished, is_new_turn, is_game_error):
        """
        Returns the reward function for this step of the game. Reward should be a
        delta increment to the reward, not the total current reward.
        """
        if is_game_finished:
            if game.get_winning_team() == self.team:
                return 1 # Win!
            else:
                return -1 # Loss

        return 0
    

if __name__ == "__main__":
    # Create the two agents that will play eachother
    
    # Create a default opponent agent that does nothing
    opponent = Agent()
    
    # Create a RL agent in training mode
    player = MyCustomAgent(mode="train")
    
    # Create a game environment
    configs = LuxMatchConfigs_Default
    env = LuxEnvironment(configs=configs,
                     learning_agent=player,
                     opponent_agent=opponent)
    
    # Play 5 games
    env.reset()
    obs = env.reset()
    game_count = 0
    while game_count < 5:
        # Take a random action
        action_code = random.sample(range(player.action_space.n), 1)[0]
        (obs, reward, is_game_over, state) = env.step( action_code )
        
        if is_game_over:
            print(f"Game done turn {env.game.state['turn']}, final map:")
            print(env.game.map.get_map_string())
            obs = env.reset()
            game_count += 1
    
    # Attach a ML model from stable_baselines3 and train a RL model
    model = PPO("MlpPolicy",
                    env,
                    verbose=1,
                    tensorboard_log="./lux_tensorboard/",
                    learning_rate=0.001,
                    gamma=0.998,
                    gae_lambda=0.95,
                    batch_size=2048,
                    n_steps=2048
                )
    
    print("Training model for 100K steps...")
    model.learn(total_timesteps=10000000)
    model.save(path='model.zip')

    # Inference the agent for 5 games
    game_count = 0
    obs = env.reset()
    while game_count < 5:
        action_code, _states = model.predict(obs, deterministic=False)
        (obs, reward, is_game_over, state) = env.step( action_code )
        
        if is_game_over:
            print(f"Game done turn {env.game.state['turn']}, final map:")
            print(env.game.map.get_map_string())
            obs = env.reset()
            game_count += 1



Example python ML training

Create your own agent logic, observations, actions, and rewards by modifying this example:

https://github.com/glmcdona/LuxPythonEnvGym/blob/main/examples/agent_policy.py

Then train your model by:

python ./examples/train.py

You can then run tensorboard to monitor the training:

tensorboard --logdir lux_tensorboard

Example kaggle notebook

Here is a complete training, inference, and kaggle submission example in Notebook format:

https://www.kaggle.com/glmcdona/lux-ai-deep-reinforcement-learning-ppo-example

Preparing a kaggle submission

You have trained a model, and now you'd like to submit it as a kaggle submission. Here are the steps to prepare your submission.

Either view the above kaggle example or prepare a submission yourself:

  1. Place your trained model file as model.zip and your agent file agent_policy.py in the ./kaggle_submissions/ folder.
  2. Run python download_dependencies.py in ./kaggle_submissions/ to copy two required python package dependencies into this folder (luxai2021 and stable_baselines3).
  3. Tarball the folder into a submission tar -czf submission.tar.gz -C kaggle_submissions .

Important: The model.zip needs to have been trained on Python 3.7.* or you get a deserialization error, since this is the python version that Kaggle Environment uses to inference the model in submission.

Creating and viewing a replay

If you are using the example train.py to train your model, replays will be generated and saved along with a copy of the model every 100K steps. By default 5 replay matches will be saved with each model checkpoint into .\\models\\model(runid)_(step_count)_(rand).json to monitor your bot's behaviour. You can view the replay here: https://2021vis.lux-ai.org/

Alternatively to manually generate a replay from a model, you can place your trained model file as model.zip and your agent file agent_policy.py in the ./kaggle_submissions/ folder. Then run a command like the following from that directory:

lux-ai-2021 ./kaggle_submissions/main_lux-ai-2021.py ./kaggle_submissions/main_lux-ai-2021.py --maxtime 100000

This will battle your agent against itself and produce a replay match. This requires the official lux-ai-2021 to be installed, see instructions here: https://github.com/Lux-AI-Challenge/Lux-Design-2021

Owner
Geoff McDonald
@glmcdona
Geoff McDonald
A tutorial on training a DarkNet YOLOv4 model for the CrowdHuman dataset

YOLOv4 CrowdHuman Tutorial This is a tutorial demonstrating how to train a YOLOv4 people detector using Darknet and the CrowdHuman dataset. Table of c

JK Jung 118 Nov 10, 2022
Repo for our ICML21 paper Unsupervised Learning of Visual 3D Keypoints for Control

Unsupervised Learning of Visual 3D Keypoints for Control [Project Website] [Paper] Boyuan Chen1, Pieter Abbeel1, Deepak Pathak2 1UC Berkeley 2Carnegie

Boyuan Chen 34 Jul 22, 2022
Find-Lane-Line - Use openCV library and Python to detect the road-lane-line

Find-Lane-Line This project is to use openCV library and Python to detect the road-lane-line. Data Pipeline Step one : Color Selection Step two : Cann

Kenny Cheng 3 Aug 17, 2022
Pytorch implementation for M^3L

Learning to Generalize Unseen Domains via Memory-based Multi-Source Meta-Learning for Person Re-Identification (CVPR 2021) Introduction This is the Py

Yuyang Zhao 45 Dec 26, 2022
Source Code for AAAI 2022 paper "Graph Convolutional Networks with Dual Message Passing for Subgraph Isomorphism Counting and Matching"

Graph Convolutional Networks with Dual Message Passing for Subgraph Isomorphism Counting and Matching This repository is an official implementation of

HKUST-KnowComp 13 Sep 08, 2022
Parsing, analyzing, and comparing source code across many languages

Semantic semantic is a Haskell library and command line tool for parsing, analyzing, and comparing source code. In a hurry? Check out our documentatio

GitHub 8.6k Dec 28, 2022
Code for CVPR2021 paper "Robust Reflection Removal with Reflection-free Flash-only Cues"

Robust Reflection Removal with Reflection-free Flash-only Cues (RFC) Paper | To be released: Project Page | Video | Data Tensorflow implementation for

Chenyang LEI 162 Jan 05, 2023
NeuTex: Neural Texture Mapping for Volumetric Neural Rendering

NeuTex: Neural Texture Mapping for Volumetric Neural Rendering Paper: https://arxiv.org/abs/2103.00762 Running Run on the provided DTU scene cd run ba

Fanbo Xiang 67 Dec 28, 2022
Genshin-assets - 👧 Public documentation & static assets for Genshin Impact data.

genshin-assets This repo provides easy access to the Genshin Impact assets, primarily for use on static sites. Sources Genshin Optimizer - An Artifact

Zerite Development 5 Nov 22, 2022
State-Relabeling Adversarial Active Learning

State-Relabeling Adversarial Active Learning Code for SRAAL [2020 CVPR Oral] Requirements torch = 1.6.0 numpy = 1.19.1 tqdm = 4.31.1 AL Results The

10 Jul 14, 2022
DeepAL: Deep Active Learning in Python

DeepAL: Deep Active Learning in Python Python implementations of the following active learning algorithms: Random Sampling Least Confidence [1] Margin

Kuan-Hao Huang 583 Jan 03, 2023
DatasetGAN: Efficient Labeled Data Factory with Minimal Human Effort

DatasetGAN This is the official code and data release for: DatasetGAN: Efficient Labeled Data Factory with Minimal Human Effort Yuxuan Zhang*, Huan Li

302 Jan 05, 2023
PyMatting: A Python Library for Alpha Matting

Given an input image and a hand-drawn trimap (top row), alpha matting estimates the alpha channel of a foreground object which can then be composed onto a different background (bottom row).

PyMatting 1.4k Dec 30, 2022
The story of Chicken for Club Bing

Chicken Story tl;dr: The time when Microsoft banned my entire country for cheating at Club Bing. (A lot of the details are from memory so I've recreat

Eyal 142 May 16, 2022
TACTO: A Fast, Flexible and Open-source Simulator for High-Resolution Vision-based Tactile Sensors

TACTO: A Fast, Flexible and Open-source Simulator for High-Resolution Vision-based Tactile Sensors This package provides a simulator for vision-based

Facebook Research 255 Dec 27, 2022
Wikidated : An Evolving Knowledge Graph Dataset of Wikidata’s Revision History

Wikidated Wikidated 1.0 is a dataset of Wikidata’s full revision history, which encodes changes between Wikidata revisions as sets of deletions and ad

Lukas Schmelzeisen 11 Aug 16, 2022
This repository contains the data and code for the paper "Diverse Text Generation via Variational Encoder-Decoder Models with Gaussian Process Priors" ([email protected])

GP-VAE This repository provides datasets and code for preprocessing, training and testing models for the paper: Diverse Text Generation via Variationa

Wanyu Du 18 Dec 29, 2022
[EMNLP 2020] Keep CALM and Explore: Language Models for Action Generation in Text-based Games

Contextual Action Language Model (CALM) and the ClubFloyd Dataset Code and data for paper Keep CALM and Explore: Language Models for Action Generation

Princeton Natural Language Processing 43 Dec 16, 2022
Script utilizando OpenCV e modelo Machine Learning para detectar o uso de máscaras.

Reconhecendo máscaras Este repositório contém um script em Python3 que reconhece se um rosto está ou não portando uma máscara! O código utiliza da bib

Maria Eduarda de Azevedo Silva 168 Oct 20, 2022